blob: f867df419d5ce78736eb1e29901f164da6bdee9d [file] [log] [blame]
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "src/gpu/vk/GrVkOpsRenderPass.h"
#include "include/core/SkDrawable.h"
#include "include/core/SkRect.h"
#include "include/gpu/GrBackendDrawableInfo.h"
#include "include/gpu/GrDirectContext.h"
#include "src/gpu/GrBackendUtils.h"
#include "src/gpu/GrDirectContextPriv.h"
#include "src/gpu/GrOpFlushState.h"
#include "src/gpu/GrPipeline.h"
#include "src/gpu/GrRenderTarget.h"
#include "src/gpu/effects/GrTextureEffect.h"
#include "src/gpu/vk/GrVkBuffer.h"
#include "src/gpu/vk/GrVkCommandBuffer.h"
#include "src/gpu/vk/GrVkCommandPool.h"
#include "src/gpu/vk/GrVkFramebuffer.h"
#include "src/gpu/vk/GrVkGpu.h"
#include "src/gpu/vk/GrVkImage.h"
#include "src/gpu/vk/GrVkPipeline.h"
#include "src/gpu/vk/GrVkRenderPass.h"
#include "src/gpu/vk/GrVkRenderTarget.h"
#include "src/gpu/vk/GrVkResourceProvider.h"
#include "src/gpu/vk/GrVkSemaphore.h"
#include "src/gpu/vk/GrVkTexture.h"
/////////////////////////////////////////////////////////////////////////////
void get_vk_load_store_ops(GrLoadOp loadOpIn, GrStoreOp storeOpIn,
VkAttachmentLoadOp* loadOp, VkAttachmentStoreOp* storeOp) {
switch (loadOpIn) {
case GrLoadOp::kLoad:
*loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
break;
case GrLoadOp::kClear:
*loadOp = VK_ATTACHMENT_LOAD_OP_CLEAR;
break;
case GrLoadOp::kDiscard:
*loadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
break;
default:
SK_ABORT("Invalid LoadOp");
*loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
}
switch (storeOpIn) {
case GrStoreOp::kStore:
*storeOp = VK_ATTACHMENT_STORE_OP_STORE;
break;
case GrStoreOp::kDiscard:
*storeOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
break;
default:
SK_ABORT("Invalid StoreOp");
*storeOp = VK_ATTACHMENT_STORE_OP_STORE;
}
}
GrVkOpsRenderPass::GrVkOpsRenderPass(GrVkGpu* gpu) : fGpu(gpu) {}
void GrVkOpsRenderPass::setAttachmentLayouts(LoadFromResolve loadFromResolve) {
bool withStencil = fCurrentRenderPass->hasStencilAttachment();
bool withResolve = fCurrentRenderPass->hasResolveAttachment();
if (fSelfDependencyFlags == SelfDependencyFlags::kForInputAttachment) {
// We need to use the GENERAL layout in this case since we'll be using texture barriers
// with an input attachment.
VkAccessFlags dstAccess = VK_ACCESS_INPUT_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT |
VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
VkPipelineStageFlags dstStages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
fFramebuffer->colorAttachment()->setImageLayout(
fGpu, VK_IMAGE_LAYOUT_GENERAL, dstAccess, dstStages, false);
} else {
// Change layout of our render target so it can be used as the color attachment.
// TODO: If we know that we will never be blending or loading the attachment we could drop
// the VK_ACCESS_COLOR_ATTACHMENT_READ_BIT.
fFramebuffer->colorAttachment()->setImageLayout(
fGpu,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
false);
}
if (withResolve) {
GrVkImage* resolveAttachment = fFramebuffer->resolveAttachment();
SkASSERT(resolveAttachment);
if (loadFromResolve == LoadFromResolve::kLoad) {
// We need input access to do the shader read and color read access to do the attachment
// load.
VkAccessFlags dstAccess =
VK_ACCESS_INPUT_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_READ_BIT;
VkPipelineStageFlags dstStages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT |
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
resolveAttachment->setImageLayout(fGpu,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
dstAccess,
dstStages,
false);
} else {
resolveAttachment->setImageLayout(
fGpu,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
false);
}
}
// If we are using a stencil attachment we also need to update its layout
if (withStencil) {
auto* vkStencil = fFramebuffer->stencilAttachment();
SkASSERT(vkStencil);
// We need the write and read access bits since we may load and store the stencil.
// The initial load happens in the VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT so we
// wait there.
vkStencil->setImageLayout(fGpu,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT |
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT,
VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
false);
}
}
// The RenderArea bounds we pass into BeginRenderPass must have a start x value that is a multiple
// of the granularity. The width must also be a multiple of the granularity or eaqual to the width
// the the entire attachment. Similar requirements for the y and height components.
void adjust_bounds_to_granularity(SkIRect* dstBounds,
const SkIRect& srcBounds,
const VkExtent2D& granularity,
int maxWidth,
int maxHeight) {
// Adjust Width
if ((0 != granularity.width && 1 != granularity.width)) {
// Start with the right side of rect so we know if we end up going pass the maxWidth.
int rightAdj = srcBounds.fRight % granularity.width;
if (rightAdj != 0) {
rightAdj = granularity.width - rightAdj;
}
dstBounds->fRight = srcBounds.fRight + rightAdj;
if (dstBounds->fRight > maxWidth) {
dstBounds->fRight = maxWidth;
dstBounds->fLeft = 0;
} else {
dstBounds->fLeft = srcBounds.fLeft - srcBounds.fLeft % granularity.width;
}
} else {
dstBounds->fLeft = srcBounds.fLeft;
dstBounds->fRight = srcBounds.fRight;
}
// Adjust height
if ((0 != granularity.height && 1 != granularity.height)) {
// Start with the bottom side of rect so we know if we end up going pass the maxHeight.
int bottomAdj = srcBounds.fBottom % granularity.height;
if (bottomAdj != 0) {
bottomAdj = granularity.height - bottomAdj;
}
dstBounds->fBottom = srcBounds.fBottom + bottomAdj;
if (dstBounds->fBottom > maxHeight) {
dstBounds->fBottom = maxHeight;
dstBounds->fTop = 0;
} else {
dstBounds->fTop = srcBounds.fTop - srcBounds.fTop % granularity.height;
}
} else {
dstBounds->fTop = srcBounds.fTop;
dstBounds->fBottom = srcBounds.fBottom;
}
}
bool GrVkOpsRenderPass::beginRenderPass(const VkClearValue& clearColor,
LoadFromResolve loadFromResolve) {
this->setAttachmentLayouts(loadFromResolve);
bool firstSubpassUsesSecondaryCB =
loadFromResolve != LoadFromResolve::kLoad && SkToBool(fCurrentSecondaryCommandBuffer);
bool useFullBounds = fCurrentRenderPass->hasResolveAttachment() &&
fGpu->vkCaps().mustLoadFullImageWithDiscardableMSAA();
auto dimensions = fFramebuffer->colorAttachment()->dimensions();
auto nativeBounds = GrNativeRect::MakeIRectRelativeTo(
fOrigin,
dimensions.height(), useFullBounds ? SkIRect::MakeSize(dimensions) : fBounds);
// The bounds we use for the render pass should be of the granularity supported
// by the device.
const VkExtent2D& granularity = fCurrentRenderPass->granularity();
SkIRect adjustedBounds;
if ((0 != granularity.width && 1 != granularity.width) ||
(0 != granularity.height && 1 != granularity.height)) {
adjust_bounds_to_granularity(&adjustedBounds,
nativeBounds,
granularity,
dimensions.width(),
dimensions.height());
} else {
adjustedBounds = nativeBounds;
}
if (!fGpu->beginRenderPass(fCurrentRenderPass, fFramebuffer, &clearColor, fRenderTarget,
adjustedBounds, firstSubpassUsesSecondaryCB)) {
if (fCurrentSecondaryCommandBuffer) {
fCurrentSecondaryCommandBuffer->end(fGpu);
}
fCurrentRenderPass = nullptr;
return false;
}
if (loadFromResolve == LoadFromResolve::kLoad) {
this->loadResolveIntoMSAA(adjustedBounds);
}
return true;
}
bool GrVkOpsRenderPass::init(const GrOpsRenderPass::LoadAndStoreInfo& colorInfo,
const GrOpsRenderPass::LoadAndStoreInfo& resolveInfo,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo) {
VkAttachmentLoadOp loadOp;
VkAttachmentStoreOp storeOp;
get_vk_load_store_ops(colorInfo.fLoadOp, colorInfo.fStoreOp, &loadOp, &storeOp);
GrVkRenderPass::LoadStoreOps vkColorOps(loadOp, storeOp);
get_vk_load_store_ops(resolveInfo.fLoadOp, resolveInfo.fStoreOp, &loadOp, &storeOp);
GrVkRenderPass::LoadStoreOps vkResolveOps(loadOp, storeOp);
get_vk_load_store_ops(stencilInfo.fLoadOp, stencilInfo.fStoreOp, &loadOp, &storeOp);
GrVkRenderPass::LoadStoreOps vkStencilOps(loadOp, storeOp);
GrVkResourceProvider::CompatibleRPHandle rpHandle = fFramebuffer->compatibleRenderPassHandle();
SkASSERT(rpHandle.isValid());
fCurrentRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
vkColorOps,
vkResolveOps,
vkStencilOps);
if (!fCurrentRenderPass) {
return false;
}
if (!fGpu->vkCaps().preferPrimaryOverSecondaryCommandBuffers()) {
SkASSERT(fGpu->cmdPool());
fCurrentSecondaryCommandBuffer = fGpu->cmdPool()->findOrCreateSecondaryCommandBuffer(fGpu);
if (!fCurrentSecondaryCommandBuffer) {
fCurrentRenderPass = nullptr;
return false;
}
fCurrentSecondaryCommandBuffer->begin(fGpu, fFramebuffer.get(), fCurrentRenderPass);
}
VkClearValue vkClearColor;
vkClearColor.color.float32[0] = colorInfo.fClearColor[0];
vkClearColor.color.float32[1] = colorInfo.fClearColor[1];
vkClearColor.color.float32[2] = colorInfo.fClearColor[2];
vkClearColor.color.float32[3] = colorInfo.fClearColor[3];
return this->beginRenderPass(vkClearColor, fLoadFromResolve);
}
bool GrVkOpsRenderPass::initWrapped() {
SkASSERT(fFramebuffer->isExternal());
fCurrentRenderPass = fFramebuffer->externalRenderPass();
SkASSERT(fCurrentRenderPass);
fCurrentRenderPass->ref();
fCurrentSecondaryCommandBuffer = fFramebuffer->externalCommandBuffer();
if (!fCurrentSecondaryCommandBuffer) {
return false;
}
return true;
}
GrVkOpsRenderPass::~GrVkOpsRenderPass() {
this->reset();
}
GrGpu* GrVkOpsRenderPass::gpu() { return fGpu; }
GrVkCommandBuffer* GrVkOpsRenderPass::currentCommandBuffer() {
if (fCurrentSecondaryCommandBuffer) {
return fCurrentSecondaryCommandBuffer.get();
}
// We checked this when we setup the GrVkOpsRenderPass and it should not have changed while we
// are still using this object.
SkASSERT(fGpu->currentCommandBuffer());
return fGpu->currentCommandBuffer();
}
void GrVkOpsRenderPass::loadResolveIntoMSAA(const SkIRect& nativeBounds) {
fGpu->loadMSAAFromResolve(this->currentCommandBuffer(), *fCurrentRenderPass,
fFramebuffer->colorAttachment(), fFramebuffer->resolveAttachment(),
nativeBounds);
fGpu->currentCommandBuffer()->nexSubpass(fGpu, SkToBool(fCurrentSecondaryCommandBuffer));
// If we loaded the resolve attachment, then we would have set the image layout to be
// VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL so that it could be used at the start as an input
// attachment. However, when we switched to the main subpass it will transition the layout
// internally to VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL. Thus we need to update our tracking
// of the layout to match the new layout.
SkASSERT(fFramebuffer->resolveAttachment());
fFramebuffer->resolveAttachment()->updateImageLayout(VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL);
}
void GrVkOpsRenderPass::submit() {
if (!fRenderTarget) {
return;
}
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
// We don't want to actually submit the secondary command buffer if it is wrapped.
if (this->wrapsSecondaryCommandBuffer()) {
// We pass the ownership of the GrVkSecondaryCommandBuffer to the external framebuffer
// since it's lifetime matches the lifetime we need to keep the GrManagedResources on the
// GrVkSecondaryCommandBuffer alive.
fFramebuffer->returnExternalGrSecondaryCommandBuffer(
std::move(fCurrentSecondaryCommandBuffer));
return;
}
if (fCurrentSecondaryCommandBuffer) {
fGpu->submitSecondaryCommandBuffer(std::move(fCurrentSecondaryCommandBuffer));
}
fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds);
}
bool GrVkOpsRenderPass::set(GrRenderTarget* rt,
sk_sp<GrVkFramebuffer> framebuffer,
GrSurfaceOrigin origin,
const SkIRect& bounds,
const GrOpsRenderPass::LoadAndStoreInfo& colorInfo,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo,
const GrOpsRenderPass::LoadAndStoreInfo& resolveInfo,
GrVkRenderPass::SelfDependencyFlags selfDepFlags,
GrVkRenderPass::LoadFromResolve loadFromResolve,
const SkTArray<GrSurfaceProxy*, true>& sampledProxies) {
SkASSERT(!fRenderTarget);
SkASSERT(fGpu == rt->getContext()->priv().getGpu());
#ifdef SK_DEBUG
fIsActive = true;
#endif
// We check to make sure the GrVkGpu has a valid current command buffer instead of each time we
// access it. If the command buffer is valid here should be valid throughout the use of the
// render pass since nothing should trigger a submit while this render pass is active.
if (!fGpu->currentCommandBuffer()) {
return false;
}
this->INHERITED::set(rt, origin);
for (int i = 0; i < sampledProxies.count(); ++i) {
if (sampledProxies[i]->isInstantiated()) {
SkASSERT(sampledProxies[i]->asTextureProxy());
GrVkTexture* vkTex = static_cast<GrVkTexture*>(sampledProxies[i]->peekTexture());
SkASSERT(vkTex);
GrVkImage* texture = vkTex->textureImage();
SkASSERT(texture);
texture->setImageLayout(
fGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_SHADER_READ_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, false);
}
}
SkASSERT(framebuffer);
fFramebuffer = std::move(framebuffer);
SkASSERT(bounds.isEmpty() ||
SkIRect::MakeSize(fFramebuffer->colorAttachment()->dimensions()).contains(bounds));
fBounds = bounds;
fSelfDependencyFlags = selfDepFlags;
fLoadFromResolve = loadFromResolve;
if (this->wrapsSecondaryCommandBuffer()) {
return this->initWrapped();
}
return this->init(colorInfo, resolveInfo, stencilInfo);
}
void GrVkOpsRenderPass::reset() {
if (fCurrentSecondaryCommandBuffer) {
// The active GrVkCommandPool on the GrVkGpu should still be the same pool we got the
// secondary command buffer from since we haven't submitted any work yet.
SkASSERT(fGpu->cmdPool());
fCurrentSecondaryCommandBuffer.release()->recycle(fGpu->cmdPool());
}
if (fCurrentRenderPass) {
fCurrentRenderPass->unref();
fCurrentRenderPass = nullptr;
}
fCurrentCBIsEmpty = true;
fRenderTarget = nullptr;
fFramebuffer.reset();
fSelfDependencyFlags = GrVkRenderPass::SelfDependencyFlags::kNone;
fLoadFromResolve = LoadFromResolve::kNo;
fOverridePipelinesForResolveLoad = false;
#ifdef SK_DEBUG
fIsActive = false;
#endif
}
bool GrVkOpsRenderPass::wrapsSecondaryCommandBuffer() const {
return fFramebuffer->isExternal();
}
////////////////////////////////////////////////////////////////////////////////
void GrVkOpsRenderPass::onClearStencilClip(const GrScissorState& scissor, bool insideStencilMask) {
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
GrAttachment* sb = fFramebuffer->stencilAttachment();
// this should only be called internally when we know we have a
// stencil buffer.
SkASSERT(sb);
int stencilBitCount = GrBackendFormatStencilBits(sb->backendFormat());
// The contract with the callers does not guarantee that we preserve all bits in the stencil
// during this clear. Thus we will clear the entire stencil to the desired value.
VkClearDepthStencilValue vkStencilColor;
memset(&vkStencilColor, 0, sizeof(VkClearDepthStencilValue));
if (insideStencilMask) {
vkStencilColor.stencil = (1 << (stencilBitCount - 1));
} else {
vkStencilColor.stencil = 0;
}
VkClearRect clearRect;
// Flip rect if necessary
SkIRect vkRect;
if (!scissor.enabled()) {
vkRect.setXYWH(0, 0, sb->width(), sb->height());
} else if (kBottomLeft_GrSurfaceOrigin != fOrigin) {
vkRect = scissor.rect();
} else {
vkRect.setLTRB(scissor.rect().fLeft, sb->height() - scissor.rect().fBottom,
scissor.rect().fRight, sb->height() - scissor.rect().fTop);
}
clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop };
clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height() };
clearRect.baseArrayLayer = 0;
clearRect.layerCount = 1;
uint32_t stencilIndex;
SkAssertResult(fCurrentRenderPass->stencilAttachmentIndex(&stencilIndex));
VkClearAttachment attachment;
attachment.aspectMask = VK_IMAGE_ASPECT_STENCIL_BIT;
attachment.colorAttachment = 0; // this value shouldn't matter
attachment.clearValue.depthStencil = vkStencilColor;
this->currentCommandBuffer()->clearAttachments(fGpu, 1, &attachment, 1, &clearRect);
fCurrentCBIsEmpty = false;
}
void GrVkOpsRenderPass::onClear(const GrScissorState& scissor, std::array<float, 4> color) {
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
VkClearColorValue vkColor = {{color[0], color[1], color[2], color[3]}};
// If we end up in a situation where we are calling clear without a scissior then in general it
// means we missed an opportunity higher up the stack to set the load op to be a clear. However,
// there are situations where higher up we couldn't discard the previous ops and set a clear
// load op (e.g. if we needed to execute a wait op). Thus we also have the empty check here.
// TODO: Make the waitOp a RenderTask instead so we can clear out the OpsTask for a clear. We
// can then reenable this assert assuming we can't get messed up by a waitOp.
//SkASSERT(!fCurrentCBIsEmpty || scissor);
auto dimensions = fFramebuffer->colorAttachment()->dimensions();
// We always do a sub rect clear with clearAttachments since we are inside a render pass
VkClearRect clearRect;
// Flip rect if necessary
SkIRect vkRect;
if (!scissor.enabled()) {
vkRect.setSize(dimensions);
} else if (kBottomLeft_GrSurfaceOrigin != fOrigin) {
vkRect = scissor.rect();
} else {
vkRect.setLTRB(scissor.rect().fLeft, dimensions.height() - scissor.rect().fBottom,
scissor.rect().fRight, dimensions.height() - scissor.rect().fTop);
}
clearRect.rect.offset = { vkRect.fLeft, vkRect.fTop };
clearRect.rect.extent = { (uint32_t)vkRect.width(), (uint32_t)vkRect.height() };
clearRect.baseArrayLayer = 0;
clearRect.layerCount = 1;
uint32_t colorIndex;
SkAssertResult(fCurrentRenderPass->colorAttachmentIndex(&colorIndex));
VkClearAttachment attachment;
attachment.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
attachment.colorAttachment = colorIndex;
attachment.clearValue.color = vkColor;
this->currentCommandBuffer()->clearAttachments(fGpu, 1, &attachment, 1, &clearRect);
fCurrentCBIsEmpty = false;
return;
}
////////////////////////////////////////////////////////////////////////////////
void GrVkOpsRenderPass::addAdditionalRenderPass(bool mustUseSecondaryCommandBuffer) {
SkASSERT(!this->wrapsSecondaryCommandBuffer());
bool withResolve = fFramebuffer->resolveAttachment();
bool withStencil = fFramebuffer->stencilAttachment();
// If we have a resolve attachment we must do a resolve load in the new render pass since we
// broke up the original one. GrProgramInfos were made without any knowledge that the render
// pass may be split up. Thus they may try to make VkPipelines that only use one subpass. We
// need to override that to make sure they are compatible with the extra load subpass.
fOverridePipelinesForResolveLoad |=
withResolve && fCurrentRenderPass->loadFromResolve() != LoadFromResolve::kLoad;
GrVkRenderPass::LoadStoreOps vkColorOps(VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE);
GrVkRenderPass::LoadStoreOps vkResolveOps(VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE);
LoadFromResolve loadFromResolve = LoadFromResolve::kNo;
if (withResolve) {
vkColorOps = {VK_ATTACHMENT_LOAD_OP_DONT_CARE, VK_ATTACHMENT_STORE_OP_DONT_CARE};
loadFromResolve = LoadFromResolve::kLoad;
}
GrVkRenderPass::LoadStoreOps vkStencilOps(VK_ATTACHMENT_LOAD_OP_LOAD,
VK_ATTACHMENT_STORE_OP_STORE);
SkASSERT(fCurrentRenderPass);
fCurrentRenderPass->unref();
fCurrentRenderPass = nullptr;
GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(fRenderTarget);
auto fb = vkRT->getFramebuffer(withResolve, withStencil, fSelfDependencyFlags, loadFromResolve);
if (!fb) {
return;
}
fFramebuffer = sk_ref_sp(fb);
SkASSERT(fFramebuffer);
const GrVkResourceProvider::CompatibleRPHandle& rpHandle =
fFramebuffer->compatibleRenderPassHandle();
SkASSERT(rpHandle.isValid());
fCurrentRenderPass = fGpu->resourceProvider().findRenderPass(rpHandle,
vkColorOps,
vkResolveOps,
vkStencilOps);
if (!fCurrentRenderPass) {
return;
}
if (!fGpu->vkCaps().preferPrimaryOverSecondaryCommandBuffers() ||
mustUseSecondaryCommandBuffer) {
SkASSERT(fGpu->cmdPool());
fCurrentSecondaryCommandBuffer = fGpu->cmdPool()->findOrCreateSecondaryCommandBuffer(fGpu);
if (!fCurrentSecondaryCommandBuffer) {
fCurrentRenderPass = nullptr;
return;
}
fCurrentSecondaryCommandBuffer->begin(fGpu, fFramebuffer.get(), fCurrentRenderPass);
}
VkClearValue vkClearColor;
memset(&vkClearColor, 0, sizeof(VkClearValue));
this->beginRenderPass(vkClearColor, loadFromResolve);
}
void GrVkOpsRenderPass::inlineUpload(GrOpFlushState* state, GrDeferredTextureUploadFn& upload) {
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
if (fCurrentSecondaryCommandBuffer) {
fCurrentSecondaryCommandBuffer->end(fGpu);
fGpu->submitSecondaryCommandBuffer(std::move(fCurrentSecondaryCommandBuffer));
}
fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds);
// We pass in true here to signal that after the upload we need to set the upload textures
// layout back to VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL.
state->doUpload(upload, true);
this->addAdditionalRenderPass(false);
}
////////////////////////////////////////////////////////////////////////////////
void GrVkOpsRenderPass::onEnd() {
if (fCurrentSecondaryCommandBuffer && !this->wrapsSecondaryCommandBuffer()) {
fCurrentSecondaryCommandBuffer->end(fGpu);
}
}
bool GrVkOpsRenderPass::onBindPipeline(const GrProgramInfo& programInfo, const SkRect& drawBounds) {
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return false;
}
SkRect rtRect = SkRect::Make(fBounds);
if (rtRect.intersect(drawBounds)) {
rtRect.roundOut(&fCurrentPipelineBounds);
} else {
fCurrentPipelineBounds.setEmpty();
}
GrVkCommandBuffer* currentCB = this->currentCommandBuffer();
SkASSERT(fCurrentRenderPass);
VkRenderPass compatibleRenderPass = fCurrentRenderPass->vkRenderPass();
fCurrentPipelineState = fGpu->resourceProvider().findOrCreateCompatiblePipelineState(
fRenderTarget, programInfo, compatibleRenderPass, fOverridePipelinesForResolveLoad);
if (!fCurrentPipelineState) {
return false;
}
fCurrentPipelineState->bindPipeline(fGpu, currentCB);
// Both the 'programInfo' and this renderPass have an origin. Since they come from the
// same place (i.e., the target renderTargetProxy) they had best agree.
SkASSERT(programInfo.origin() == fOrigin);
auto colorAttachment = fFramebuffer->colorAttachment();
if (!fCurrentPipelineState->setAndBindUniforms(fGpu, colorAttachment->dimensions(), programInfo,
currentCB)) {
return false;
}
if (!programInfo.pipeline().isScissorTestEnabled()) {
// "Disable" scissor by setting it to the full pipeline bounds.
GrVkPipeline::SetDynamicScissorRectState(
fGpu, currentCB, colorAttachment->dimensions(), fOrigin,
fCurrentPipelineBounds);
}
GrVkPipeline::SetDynamicViewportState(fGpu, currentCB, colorAttachment->dimensions());
GrVkPipeline::SetDynamicBlendConstantState(fGpu, currentCB,
programInfo.pipeline().writeSwizzle(),
programInfo.pipeline().getXferProcessor());
return true;
}
void GrVkOpsRenderPass::onSetScissorRect(const SkIRect& scissor) {
SkIRect combinedScissorRect;
if (!combinedScissorRect.intersect(fCurrentPipelineBounds, scissor)) {
combinedScissorRect = SkIRect::MakeEmpty();
}
GrVkPipeline::SetDynamicScissorRectState(fGpu, this->currentCommandBuffer(),
fFramebuffer->colorAttachment()->dimensions(),
fOrigin, combinedScissorRect);
}
#ifdef SK_DEBUG
void check_sampled_texture(GrTexture* tex, GrAttachment* colorAttachment, GrVkGpu* gpu) {
SkASSERT(!tex->isProtected() || (colorAttachment->isProtected() && gpu->protectedContext()));
auto vkTex = static_cast<GrVkTexture*>(tex)->textureImage();
SkASSERT(vkTex->currentLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
}
#endif
bool GrVkOpsRenderPass::onBindTextures(const GrGeometryProcessor& geomProc,
const GrSurfaceProxy* const geomProcTextures[],
const GrPipeline& pipeline) {
#ifdef SK_DEBUG
SkASSERT(fCurrentPipelineState);
auto colorAttachment = fFramebuffer->colorAttachment();
for (int i = 0; i < geomProc.numTextureSamplers(); ++i) {
check_sampled_texture(geomProcTextures[i]->peekTexture(), colorAttachment, fGpu);
}
pipeline.visitTextureEffects([&](const GrTextureEffect& te) {
check_sampled_texture(te.texture(), colorAttachment, fGpu);
});
if (GrTexture* dstTexture = pipeline.peekDstTexture()) {
check_sampled_texture(dstTexture, colorAttachment, fGpu);
}
#endif
if (!fCurrentPipelineState->setAndBindTextures(fGpu, geomProc, pipeline, geomProcTextures,
this->currentCommandBuffer())) {
return false;
}
if (fSelfDependencyFlags == SelfDependencyFlags::kForInputAttachment) {
// We bind the color attachment as an input attachment
auto ds = fFramebuffer->colorAttachment()->inputDescSetForBlending(fGpu);
if (!ds) {
return false;
}
return fCurrentPipelineState->setAndBindInputAttachment(fGpu, std::move(ds),
this->currentCommandBuffer());
}
return true;
}
void GrVkOpsRenderPass::onBindBuffers(sk_sp<const GrBuffer> indexBuffer,
sk_sp<const GrBuffer> instanceBuffer,
sk_sp<const GrBuffer> vertexBuffer,
GrPrimitiveRestart primRestart) {
SkASSERT(GrPrimitiveRestart::kNo == primRestart);
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
SkASSERT(fCurrentPipelineState);
SkASSERT(!fGpu->caps()->usePrimitiveRestart()); // Ignore primitiveRestart parameter.
GrVkCommandBuffer* currCmdBuf = this->currentCommandBuffer();
SkASSERT(currCmdBuf);
// There is no need to put any memory barriers to make sure host writes have finished here.
// When a command buffer is submitted to a queue, there is an implicit memory barrier that
// occurs for all host writes. Additionally, BufferMemoryBarriers are not allowed inside of
// an active RenderPass.
// Here our vertex and instance inputs need to match the same 0-based bindings they were
// assigned in GrVkPipeline. That is, vertex first (if any) followed by instance.
uint32_t binding = 0;
if (auto* gpuVertexBuffer = static_cast<const GrGpuBuffer*>(vertexBuffer.get())) {
SkASSERT(!gpuVertexBuffer->isCpuBuffer());
SkASSERT(!gpuVertexBuffer->isMapped());
currCmdBuf->bindInputBuffer(fGpu, binding++, std::move(vertexBuffer));
}
if (auto* gpuInstanceBuffer = static_cast<const GrGpuBuffer*>(instanceBuffer.get())) {
SkASSERT(!gpuInstanceBuffer->isCpuBuffer());
SkASSERT(!gpuInstanceBuffer->isMapped());
currCmdBuf->bindInputBuffer(fGpu, binding++, std::move(instanceBuffer));
}
if (auto* gpuIndexBuffer = static_cast<const GrGpuBuffer*>(indexBuffer.get())) {
SkASSERT(!gpuIndexBuffer->isCpuBuffer());
SkASSERT(!gpuIndexBuffer->isMapped());
currCmdBuf->bindIndexBuffer(fGpu, std::move(indexBuffer));
}
}
void GrVkOpsRenderPass::onDrawInstanced(int instanceCount,
int baseInstance,
int vertexCount, int baseVertex) {
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
SkASSERT(fCurrentPipelineState);
this->currentCommandBuffer()->draw(fGpu, vertexCount, instanceCount, baseVertex, baseInstance);
fGpu->stats()->incNumDraws();
fCurrentCBIsEmpty = false;
}
void GrVkOpsRenderPass::onDrawIndexedInstanced(int indexCount, int baseIndex, int instanceCount,
int baseInstance, int baseVertex) {
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
SkASSERT(fCurrentPipelineState);
this->currentCommandBuffer()->drawIndexed(fGpu, indexCount, instanceCount,
baseIndex, baseVertex, baseInstance);
fGpu->stats()->incNumDraws();
fCurrentCBIsEmpty = false;
}
void GrVkOpsRenderPass::onDrawIndirect(const GrBuffer* drawIndirectBuffer, size_t offset,
int drawCount) {
SkASSERT(!drawIndirectBuffer->isCpuBuffer());
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
const GrVkCaps& caps = fGpu->vkCaps();
SkASSERT(caps.nativeDrawIndirectSupport());
SkASSERT(fCurrentPipelineState);
const uint32_t maxDrawCount = caps.maxDrawIndirectDrawCount();
uint32_t remainingDraws = drawCount;
const size_t stride = sizeof(GrDrawIndirectCommand);
while (remainingDraws >= 1) {
uint32_t currDrawCount = std::min(remainingDraws, maxDrawCount);
this->currentCommandBuffer()->drawIndirect(
fGpu, sk_ref_sp(drawIndirectBuffer), offset, currDrawCount, stride);
remainingDraws -= currDrawCount;
offset += stride * currDrawCount;
fGpu->stats()->incNumDraws();
}
fCurrentCBIsEmpty = false;
}
void GrVkOpsRenderPass::onDrawIndexedIndirect(const GrBuffer* drawIndirectBuffer, size_t offset,
int drawCount) {
SkASSERT(!drawIndirectBuffer->isCpuBuffer());
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
const GrVkCaps& caps = fGpu->vkCaps();
SkASSERT(caps.nativeDrawIndirectSupport());
SkASSERT(fCurrentPipelineState);
const uint32_t maxDrawCount = caps.maxDrawIndirectDrawCount();
uint32_t remainingDraws = drawCount;
const size_t stride = sizeof(GrDrawIndexedIndirectCommand);
while (remainingDraws >= 1) {
uint32_t currDrawCount = std::min(remainingDraws, maxDrawCount);
this->currentCommandBuffer()->drawIndexedIndirect(
fGpu, sk_ref_sp(drawIndirectBuffer), offset, currDrawCount, stride);
remainingDraws -= currDrawCount;
offset += stride * currDrawCount;
fGpu->stats()->incNumDraws();
}
fCurrentCBIsEmpty = false;
}
////////////////////////////////////////////////////////////////////////////////
void GrVkOpsRenderPass::onExecuteDrawable(std::unique_ptr<SkDrawable::GpuDrawHandler> drawable) {
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
VkRect2D bounds;
bounds.offset = { 0, 0 };
bounds.extent = { 0, 0 };
if (!fCurrentSecondaryCommandBuffer) {
fGpu->endRenderPass(fRenderTarget, fOrigin, fBounds);
this->addAdditionalRenderPass(true);
// We may have failed to start a new render pass
if (!fCurrentRenderPass) {
SkASSERT(fGpu->isDeviceLost());
return;
}
}
SkASSERT(fCurrentSecondaryCommandBuffer);
GrVkDrawableInfo vkInfo;
vkInfo.fSecondaryCommandBuffer = fCurrentSecondaryCommandBuffer->vkCommandBuffer();
vkInfo.fCompatibleRenderPass = fCurrentRenderPass->vkRenderPass();
SkAssertResult(fCurrentRenderPass->colorAttachmentIndex(&vkInfo.fColorAttachmentIndex));
vkInfo.fFormat = fFramebuffer->colorAttachment()->imageFormat();
vkInfo.fDrawBounds = &bounds;
#ifdef SK_BUILD_FOR_ANDROID_FRAMEWORK
vkInfo.fFromSwapchainOrAndroidWindow =
fFramebuffer->colorAttachment()->vkImageInfo().fPartOfSwapchainOrAndroidWindow;
#endif //SK_BUILD_FOR_ANDROID_FRAMEWORK
GrBackendDrawableInfo info(vkInfo);
// After we draw into the command buffer via the drawable, cached state we have may be invalid.
this->currentCommandBuffer()->invalidateState();
// Also assume that the drawable produced output.
fCurrentCBIsEmpty = false;
drawable->draw(info);
fGpu->addDrawable(std::move(drawable));
}